Submissions from 2018-01-26 to 2018-01-27 (3 total)

Tonight, I added quite a bit of infrastructure to support "states". These will be various conditions that can affect an entity such as stun, rooted, and blind. This is implemented by a bitmask. Next, I added a PassiveTrait for stun that makes it easy for Abilities to apply a stun that lasts 3 turns and then removes itself. Whlie stunned, an entity basically forfeits it's turn. Finally, I added some UI to the EntityCanvas to visualize the current states.

A submission for Daily Gamedev

Continued working on the prototype for about an hour today.

Had some trouble finding the right way to use the physics library, and I’m not even sure it will work out correctly in the end… but that’s what a prototype is all about right? :D

Now after implementing the inventory I recognized two bugs I'm going to fix tomorrow:

  • wrong items are thrown (it's a legacy field from the system used before)
  • item slot selectors don't merge when they're both in the hotbar

hopefully, I can implement more functionalites than just fixing two bugs :)
I wan't information on screen for Items as well as a submenu when accessing items from inventory instead of hotbar